Gemstone Caverns

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Gemstone Caverns

Legendary Land

If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.

Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

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Gemstone Caverns Discussion

JKRice on Kiln fiend

4 hours ago

This was the first modern deck I ever built, so I have some suggestions

as you probably already know, the way to win with this deck is to get to 20 damage or ten infect counters. This means you have some thresholds to meet. The following suggestions will help you meet those thresholds in the most efficient way possible.

Section 1) Creatures

1: although Guttersnipe and Delver of Secrets  Flip are strong choices, there are better alternatives. I would suggest taking them out, especially since neither of them are auto-buffed by your spells like kiln fiend.

2: Monastery Swiftspear is one of the better cards in a kiln fiend deck, as it is auto buffed by your spells and has haste. You can sometimes get a turn 2 kill with swiftspear, something that doesn’t happen with guttersnipe or delver. I would reccomend four of them.

3: Immolating Souleater can be extremely good with this deck. If you pay 18 life to Maine him a 10/1, then play either Tainted Strike or Assault Strobe, you kill them.

4: Elusive Spellfist is a great card depending on the meta. Currently, with very board heavy decks like humans at the top of the meta, this is a strong choice.

5: Thing in the Ice  Flip would be a decent sideboard card, since you want to sling a ton of spells in one turn.

Section 2: Spells

1: I would take out Faithless Looting, Lightning Bolt, Mana Leak, Opt and Serum Visions. Even though these are good choices, you want a turn 2 - turn 3 kill, not consistency with your draw

2: Mutagenic Growth is your best buff spell, growing kiln fiend by 5 and monastery swiftspear by 3 for zero mana. This + assault strobe + Tainted Strike on kiln fiend is a win. Two of these + assault strobe or two of them + Tainted Strike on kiln fiend is a win. Three of them + assault strobe or three of them + Tainted Strike on monastery swiftspear is a win, which is possible on turn 2. This is the best card to help you reach your damage threshold.

3: Tainted Strike is an amazing card, growing kiln fiend by 4 and swiftspear by 2, while giving them infect. This along with Assault Strobe should be the main win conditions.

4: Because of the damage it gives you for the efficiency in mana, I would have four Assault Strobe and only two Temur Battle Rages. This is because it will accelerate your win by one turn, allowing you to beat out decks like storm or bubble hulk.

5: Manamorphose is surprisingly good in this deck. It grows kiln fiend by three and monastery swiftspear by one, while fixing your mana and replacing itself in your hand. This essentially means you have a 56 card deck, giving you more consistency in drawing into a threat or a win condition.

6: Blossoming Defense is a great card, saving your creatures at instant speed and buffing them. However, I would add two more Apostle's Blessing instead of this if possible, because it potentially makes your creature unblockable.

7: Gut Shot can function as a pseudo-Mutagenic Growth, pinging them for one and growing your creatures. I would only reccomend 2 or less.

Section 3) Lands

Obviously much of what I have recommended doesn’t fit with your manabase. These are some budget and nonbudget options for your lands.

1: I wouldn’t reccomend this, but if you want to be a complete troll, put in Gemstone Caverns. This allows you to kill someone on your first turn, because monastery swiftspear has haste and Mutagenic Growth is zero mana, meaning you only need one mana to play Tainted Strike or Assault Strobe after three mutagenics.

2: Gemstone Mine is a good choice, as the downside won’t matter because you will probably kill them turn 3.

3: Mana Confluence/City of Brass could give you the mana consistently you need to play 3+ colors. If you do run these, I wouldn’t reccomend playing Immolating Souleater.

4: the pain lands (Karplusan Forest/Yavimaya Coast etc.) are great budget choices in the deck. Again, don’t run these with immolation souleater.

5: fastlands (Botanical Sanctum, Copperline Gorge etc.) are also good in budget, as the downside won’t matter because of the speed of your deck. Also, you can run these with Immolating Souleater because they don’t ping your life total

Well i hope that helped but I’m fine if it didn’t

lagotripha on Steam-kin combo (opinions please)

3 days ago

This looks like a deck that wants Gemstone Caverns mainboard, along with Mirrorpool.

Heck, a full Ceaseless Searblades/Lavaclaw Reaches back up plan isn't too awful.

Any thought on cutting the ritual plan to become a 'purer' creature-combo deck? It should build some resilience to disruption. Burning-Tree Emissary, Geosurge, Cloudstone Curio, Priest of Urabrask and so forth? It gives a lot more solid a back up plan than 'draw rituals and not combo pieces'.

Alternately, you could look at value red 3 drops so that the rituals do things without the combo in hand- I'm a fan of Goblin Rabblemaster turn 1 off a guide and ritual.

You can run Fossil Find so that any two you have in hand with a graveyard with 1 card or less in it makes infinite storm with 3 mana, and it can also help recover pieces in a pinch. I've used it in Nettle Sentinel/Blistercoil Weird decks before, although the mana generation is a little different there. A Paradise Mantle backup isn't really on the table here- I'd look at cutting the rituals for things like Expedite or Crimson Wisps if you go that direction, but that combo finds it tricky if it draws too many lands.

valentin74 on Oh Captain, My Captain (Sisay)

1 week ago

Hello, I have rebuilt your deck and I am very excited. I love your deck.

In the game rounds I have the cards Rest in Peace and Craterhoof Behemoth almost not needed. Does the deck really need the cards?

In addition, I made a few small changes:

+Root Maze (turn 1 very strong), -Rest in Peace

+Arbor Elf (can also untap Savannah or Temple Garden), -Selesnya Signet (Much artifact-hate in the deck: Null Rod, Kataki, War's Wage, Stony Silence...So i think, the creature is better, than the artifact)

+Qasali Pridemage (better for Yisan, the Wanderer Bard), -Reclamation Sage

+Manglehorn (Better to tutorn + Sustainable Effect), -Nature's Claim

+Gemstone Caverns (faster start possible), -Sunpetal Grove

(+Grasp of Fate (better for multiplayer), -Beast Within or Craterhoof Behemoth)

What do you think?

SynergyBuild on All About EDH

1 week ago

Penthoplayer, again, this isn't for cEDH decks, and it was noted that Why Every Commander is Competitive is the general primer for it. That is a mana hungry deck, and 28 lands actually isn't entirely correct for Thrasios + Vial/Tymna Storm lists. 27 has been found more consistent, using the proper rocks and lands like Gemstone Caverns, Ancient Tomb, and other fast mana accelerants.

Otherwise, yes, the formula isn't perfect, I don't think there is one that isn't too complex to list here. Apologies for any inconvenience in that.

Xunxekri on 11.7% OF THE TIME, IT WORKS EVERY TIME.

1 week ago

I suggest 4x Gemstone Caverns. It can only make your deck go faster.

In opening hand, it's a faster Mountain. In your library, it's still a land. Win-win.

SynergyBuild on Atraxa Counters

1 month ago

I quite like the deck, do you think some minor landbase changes like Gemstone Caverns, Gemstone Mine, Tarnished Citadel, and Ancient Tomb could find a spot?

LikeSpider943 on Death Trigger Storm (BUDGET)

1 month ago

I would consider Gemstone Caverns, but it isn't in the budget. Also, I like Tuktuk the Explorer because it can still draw a card when I combo off. However, I am open to other ideas of cards that can fulfill the role of Tuktuk the Explorer in this deck even better. Thanks!

EsperControl4Life on It Came From Beyond

1 month ago

Gemstone Caverns definitely needs to have a spot in this deck

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